Book Image

Mastering AndEngine Game Development

By : Maya Posch
Book Image

Mastering AndEngine Game Development

By: Maya Posch

Overview of this book

AndEngine is a popular and easy-to-use game framework, best suited for Android game development. After learning the basics of creating an Android game using AndEngine it's time you move beyond the basics to explore further. For this you need to understand the theory behind many of the technologies AndEngine uses. This book aims to provide all the skills and tools you need to learn more about Android game development using AndEngine. With this book you will get a quick overview of the basics of AndEngine and Android application development. From there, you will learn how to use 3D models in a 2D scene, render a visual representation of a scene's objects, and create interaction between these objects. You will explore frame-based animations and learn to use skeletal animations. As the book progresses, you will be guided through exploring all the relevant aspects of rendering graphics with OpenGL ES, generating audio using OpenSL ES and OpenAL, making the best use of Android's network API, implementing anti-aliasing algorithms, shaders, dynamic lighting and much more. With all this, you will be ready to enhance the look and feel of your game with its user interface, sound effects and background music. After an in-depth study of 2D and 3D worlds and multi-player implementations, you will be a master in AndEngine and Android game development.
Table of Contents (21 chapters)
Mastering AndEngine Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 7. Static Lighting

After setting up the whole scene with all the models, objects, sprites, and the like—and animations working as intended—the one thing that is required to properly finish it is lighting. Here, we have the choice to use either precalculated, static lighting or lighting that is calculated dynamically as things change in the scene. Which one is more desirable depends on the complexity of the scene, the resources available on the platform you use, and many other factors.

In this chapter we will look at static lighting, while the topic of dynamic lighting will be covered in the following chapter. Topics that will be covered here are as follows:

  • Adding static lighting to 2D and 3D objects

  • Baking of lightmaps

  • Adding shadows via shadow mapping or volumes

  • Using shaders to add AndEngine lighting effects